Alice Weatherseed's page

347 posts. Alias of Tazo.


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That was way easier than I expected! The weird gibbering thing that did a crapton of nonlethal damage was way scarier.

Thanks so much for a great run!

I'm going to be applying the sheet to Reginald Hightower, 133889-1. Can I apply them out of order, so that the 4th sheet comes before the 3rd sheet? That may be useful. Also, can I wait to apply them? I'm not actually very familiar with society play.


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Alice runs and gives Milloy, Kurth and Harsk big hugs. "We did it! We killed the dragon! And now we're rich, we're rich!"


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Alice steps out, firing arrows and taunting along with her companions.
Attack: 1d20 + 13 ⇒ (19) + 13 = 32; Damage: 1d8 + 6 + 2d6 ⇒ (1) + 6 + (3, 4) = 14 Attack: 1d20 + 13 ⇒ (18) + 13 = 31; Damage: 1d8 + 6 + 2d6 ⇒ (8) + 6 + (4, 3) = 21 Crit?: 1d20 + 13 ⇒ (8) + 13 = 21; Damage: 2d8 + 12 + 4d6 ⇒ (3, 5) + 12 + (5, 4, 6, 4) = 39 "Scangi, Scangi, whose your mammy?"

-Posted with Wayfinder


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Surprise and Round 1

Alice sprints forward to get a clear shot! Move action in surprise round.

She then fires a couple of arrows, the first being an arrow of dragon slaying!

Slaying Arrow!: 1d20 + 13 ⇒ (4) + 13 = 17; Damage: 1d8 + 2 ⇒ (6) + 2 = 8 If that somehow hits, DC 20 Fort save or take 50 damage.
Bane Arrow!: 1d20 + 13 ⇒ (16) + 13 = 29; Damage: 1d8 + 6 + 2d6 ⇒ (2) + 6 + (3, 6) = 17

Afterwards, she takes a 5-foot step to take cover.


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Stealth: 1d20 + 17 - 1 ⇒ (14) + 17 - 1 = 30

-Posted with Wayfinder


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"Milloy and I should see if we can get the jump on the dragon. I'm pretty sneaky, and Milloy isn't too shabby either with his new cloak."

-Posted with Wayfinder


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"So, this tunnel goes to the big dragon himself, huh? Anyone got a fancy plan for taking it down? I just have these fancy arrows." Alice indicates her arrows of dragon's bane and dragon slaying.


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Alice is leveled up. Her 6th level of rogue gives her a bunch of skill points again, which she spent, and the "Stand Up" Rogue Talent. She also gets +1BAB and +1 to all her saves. Profile should be updated!


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"Nice work, Milloy!" Alice lets a few more arrows fly at the injured one.

Attack: 1d20 + 10 ⇒ (6) + 10 = 16; Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Attack: 1d20 + 10 ⇒ (17) + 10 = 27; Damage: 1d8 + 6 ⇒ (2) + 6 = 8


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Alice heads on inside and fires at the nearest priest! Attack: 1d20 + 10 ⇒ (8) + 10 = 18; Damage: 1d8 + 6 ⇒ (2) + 6 = 8


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Alice will take a good look for the door. Take 20

-Posted with Wayfinder


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I'm about to take a rather long vacation of sorts, until November 10. May be reduced to posting on a phone at times. Please bot me when needed, though I will do my best to keep posting.


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"Okay then, I won't complain about getting to keep all the loot!" Alice collects the beads of force.

In the next room, she again looks about for secret doors. "I'm sure there must be one here, like there's beein in practically every dead end." Perception: 1d20 + 10 ⇒ (2) + 10 = 12. But Alice can't seem to find it.


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"I don't know, maybe we should spread these beads around. They do seem useful. I'll definitely take one."


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"I can't believe someone thought it was a good idea to keep these as pets!" A pair of arrows flies from her bow.

Attack: 1d20 + 9 ⇒ (2) + 9 = 11; Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Attack: 1d20 + 9 ⇒ (18) + 9 = 27; Damage: 1d8 + 7 ⇒ (8) + 7 = 15


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Alice steps around the globes and fires an arrow! Attack: 1d20 + 11 ⇒ (16) + 11 = 27; Damage: 1d8 + 7 ⇒ (6) + 7 = 13


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Assuming there is, in fact, a message there:

"Maffei, what does that message by the door we came through say?"


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Perception: 1d20 + 10 ⇒ (17) + 10 = 27

I'm pretty sure I know what's under that spoiler, but I don't want to cheat.

"Do you think if we knocked down all these dummies, we'll get a reward?" Alice will actually try that out.


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"So this basement is some sort of obstacle course for monks?" Alice looks around for said secret door. Perception: 1d20 + 10 ⇒ (18) + 10 = 28


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"Yep, basement sounds like a plan!" Alice takes a potion for good measure.


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As the party goes through the alchemist's things, Alice is seen taking off her own armor and putting on the magical chain shirt. She cleans the blood and gore off of it as best she can. If someone gives her a look, she blushes, but stands her ground. "What, we're fighting for the lives of the village, right? No sense in getting squeamish about wearing this nice armor."


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Does Harsk and Kurth get to take AOOs due to her drinking?


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If Harsk had Commanded Pentosh to "approach," would she have walked off the belfry?

Alice quickly unleashes another pair of arrows at the alchemist!
Attack: 1d20 + 9 ⇒ (11) + 9 = 20; Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Attack: 1d20 + 9 ⇒ (18) + 9 = 27; Damage: 1d8 + 7 ⇒ (3) + 7 = 10


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"Hey, I'm the one who's supposed to be making surprise attacks!" Alice hurries up the stairs and fires a shot at the alchemist!

Attack: 1d20 + 11 ⇒ (4) + 11 = 15; Damage: 1d8 + 7 ⇒ (4) + 7 = 11. Subtract 4 if there's cover.


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So can Alice get a clear shot or even see the bad guy from her position at the stairs? Isn't entirely clear to me.


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"She did still try to kill us when she realized who we were," says Alice, clearly not feeling sympathetic. She leads the way further up!

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

-Posted with Wayfinder


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Alice gets to work with her arrows before the Naga can react!
Attack: 1d20 + 9 ⇒ (14) + 9 = 23; Damage: 1d8 + 3d6 + 7 ⇒ (6) + (1, 3, 4) + 7 = 21
Attack: 1d20 + 9 ⇒ (8) + 9 = 17; Damage: 1d8 + 3d6 + 7 ⇒ (4) + (6, 2, 1) + 7 = 20

-Posted with Wayfinder


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"Let's go to the belfry that Claysure mentioned."

Can we tell where that is from the outside?

-Posted with Wayfinder


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Once everyone's ready, Alice does her usual bit, checking for traps before proceeding to the next room. Moved my icon to a door.


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"Let's clear out the rest of the ground floor first," suggests Alice. "We're almost done."


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Rogue 5 / Ranger 1
Sneak Attack +3d6
+6 Use Magic Device
+1 Acrobatics
+1 Bluff
+1 Escape Artist
+1 Perception
+1 Stealth

I know that's actually one more skill point than Alice should get, but somehow she shortchanged herself by one skill point earlier on, so I'm just catching up.


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"Younger, you say. So is he not the same Aeteperax that was slain the last time? Or did he really come back from the dead? More importantly, how can we trust you? You're Claysure, aren't you? I recognize the hat."


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Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Alice leans in close to Kurth. "Psst - that hat is the same hat Claysure was wearing. I bet that's him in disguise!"

"Not to mention that the dragon is as blind as a bat. We'll sneak right up on him and take him down." Alice pretends to sneak up on the man as she says this. But her real goal is to get behind him so that the party is more spread out. She's ready for a betrayal.

Aid Intimidate?: 1d20 ⇒ 14


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"I'm feeling all better after a night's rest," confirms Alice, who has barely a scratch on her. 37/38 HP


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"Makes sense to me," agrees Alice, who leads the way back downstairs. She checks out the door leading to the next room to the east. Perception: 1d20 + 9 ⇒ (18) + 9 = 27


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"Alright, then let's blow that portal up!". Alice can be seen slinking away from the window despite her apparent enthusiasm in having others attack it.

"We should definitely set up a watch while we are resting here."

-Posted with Wayfinder


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Alice tries to get up, staggers and decides to just sit back down. "Woah, what just happened there?"

That was totally a TPK waiting to happen! Glad we survived.


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You might regret that, Harsk!

Will vs Confusion: 1d20 + 2 ⇒ (8) + 2 = 10
Alice is quite confused!

Confusion: 1d100 ⇒ 75. "Eep! Something's on me - get it off!" Finding herself mentally confused, Alice whacks herself with her bow. Damage: 1d8 + 1 ⇒ (5) + 1 = 6


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*Boggle* - that is a lot of damage!

Will: 1d20 + 3 ⇒ (15) + 3 = 18

Alice collapses in a heap on the ground.


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What are those runes on the floor in the room?

***Edited to correct my misunderstanding - just using regular arrows again.***

"Another one of those otherworldly creatures I take it." Alice pulls out her arrows and begins firing.

Sneak Attack: 1d20 + 9 ⇒ (20) + 9 = 29; Damage: 1d8 + 2d6 + 7 ⇒ (5) + (6, 6) + 7 = 24
Crit?: 1d20 + 9 ⇒ (14) + 9 = 23; Damage: 2d8 + 14 ⇒ (7, 3) + 14 = 24
Sneak Attack: 1d20 + 9 ⇒ (3) + 9 = 12; Damage: 1d8 + 2d6 + 7 ⇒ (1) + (5, 5) + 7 = 18


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Alice exhales with a sigh of relief. "Well that was a doozy. We keep finding all sorts of weird stuff in this place but no dragons. What gives?"

Alice looks at the runes again. "Milloy, you said these runes bolster conjuration magic. Have any magic that might be of use here?"


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"Remember not to breathe it in!"

Alice takes a shot before retreating further into the hall.

Attack: 1d20 + 11 ⇒ (11) + 11 = 22; Damage: 1d8 + 7 ⇒ (7) + 7 = 14


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I never realized until playing this character how repetitive archery can be.

Even more arrows!

Attack: 1d20 + 9 ⇒ (18) + 9 = 27; Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Attack: 1d20 + 9 ⇒ (15) + 9 = 24; Damage: 1d8 + 7 ⇒ (4) + 7 = 11


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More arrows!

Attack: 1d20 + 9 ⇒ (11) + 9 = 20; Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Attack: 1d20 + 9 ⇒ (1) + 9 = 10; Damage: 1d8 + 7 ⇒ (8) + 7 = 15


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Sorry for the delay.

Alice attempts to slip under the reach of the smoky thing! Acrobatics vs CMD to avoid AOO: 1d20 + 11 ⇒ (12) + 11 = 23

She then sees if an arrow will have any effect! Attack: 1d20 + 11 ⇒ (8) + 11 = 19; Damage: 1d8 + 7 ⇒ (4) + 7 = 11


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"Give me some room to back up - I can't shoot safely from this close!"

Would like to acrobatics her way out of the creature's reach to start firing, but can't quite reach an empty square by moving just 3 spaces.


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"Well, it definitely seems like somebody is home." Alice tries dipping a stick or rag in the cauldron to see what happens. She looks around for other clues about who inhabits this place. Perception: 1d20 + 9 ⇒ (16) + 9 = 25


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"That's really odd. But anyway, let's find someplace less smelly."

Alice leads the way down the hallway, attempting to scout ahead.

Stealth: 1d20 + 14 ⇒ (12) + 14 = 26


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"Good idea," agrees Alice, making her own stake. "I'm right behind you, Kurth." The rogue has her bow out and is ready to rumble.


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Perception: 1d20 + 9 ⇒ (4) + 9 = 13. Alice peeks at the statutes but sees nothing amiss. Her attention turns to the coffins.

"What do you make of these coffins? Seems like someone didn't want the last coffin to be disturbed." Keeping her distance, Alice looks for signs of wear on the coffins that might suggest that a coffin is frequently opened and shut.

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